Schrödinger’s Call
Schrödinger’s Call is a story-driven game presented in a picture-book art style. It follows Mary, who wakes up in an unfamiliar room with no memory of her past, in a world where the moon is about to fall and only moments remain before everything ends. Guided by a cat named Hamlet, she takes on the role of the ‘World’s Last Confidant,’ using a single phone to receive calls from souls suspended between life and death.
The core of the game centres on these phone calls, which come from people who left words unsaid or feelings unresolved before the moon’s fall. As Mary listens to each caller, she records their regrets chapter by chapter, walking alongside them as they revisit unfinished moments from their lives. The player experiences these exchanges as the narrative unfolds across separate chapters, each tied to a different voice and story.
The game frames its structure around the concept of twenty-one nanoseconds separating life from death, using this as a narrative device to explore themes of memory, regret, and connection. Its picture-book presentation and dialogue-based calls form the primary means through which the story is told and experienced.